Okay. We've got two windows and a fuselage panel between them, but what about other windows ?
Haha. Didn't though of that..
Just kidding.
1) Delete one window (the window, not the panel)
2) Delete the extra polygons (and vertices) on your fuselage cylinder to have a clear view of the windows + panel (again)
3) Clone your single window + panel, then align the cloned part perfectly with the former.
4) Repeat the process as many times as required.
After getting all your windows, select the vertices. All the vertices.
Then apply a
welding. Anything as advanced as Gmax has this feature. I use a threshold of
0.005m.
And this is what you get :
In order to get the windows/panels merged with the fuselage cylinder, you'll have to create polygons. Quick screens...
Then, select each window polygon, and detach them from the main fuselage.
Now, I hope you'll make good use of this technique. I've chosen to show you the
hardest way to have a clear and detailed overview of the whole process. Reading this won't help you much, it's by doing it you can master it. And only when you clearly understand the cavecats, you'll be able to find better ways to do it without the hassle of moving each vertex by hand. Actually, there are at least 4 easier methods, but that's something you'll have to discover by yourself. I just can give you hints that have one thing in common : Follow procedures and don't neglect steps.
Hint 1 : Because you're doing something rather detailed, make sure you're using perfect references
right from the begining. (3 views, decals, cross sections...) You're going to spend a lot of time, and through the process, there will be many "no going back" available. Always compare the result with actual photos of the real thing.
Hint 2 : Safe booleans involve simple shapes. Instead of creating a flat window and drawing vertex per vertex, polygon per polygon, you could use boolean,
one window at a time, then fix each vertice as required.
Hint 3 : Before thinking of windows, make sure your fuselage sides/edges perfectly align with top and bottom side of your windows (doors, etc.) This, to avoid doing fixes on the windows, but rather on the fuselage itself, only, which is much simplier in shape/polygons. The same advice applies to any cut you could do anywhere on your model : Cargo doors, flaps, spoilers, ailerons, etc. Failing to place vertices right where cuts will occur will lengthen your work due to the required refinements here and there.
Hint 4 : Some tools have scripting capabilities. Instead of creating vertices and polygons by hand, you can use scripts to generate them. But you'll have to code the scripts, most of the time... By the way, Gmax seems to have some bugs in its own scripting engine (or it doesn't support all features of the tool) When using scripts, you should know what the tool is capable of.
Hint 5 : In Mesh mode (at least in Gmax) you can play with diagonals, rotate them. Why I like Poly mode is because I quickly lose track of what I have to do... There's no room for errors in Poly mode, but most users feel better in mesh mode. Do most of the editing in the mode you're used to, but from time to times, clone your objects and have a look in other modes. Bet you will discover new techniques that way...
Have a nice flight.